mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 12:43:26 +00:00
Fixed jsdocs
This commit is contained in:
parent
08a968f5ec
commit
ae3cd50356
7 changed files with 219 additions and 64 deletions
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@ -834,6 +834,7 @@ var Camera = new Class({
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* @since 3.0.0
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*
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* @param {number} baseScale - [description]
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* @param {number} resolution - [description]
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*
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*/
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preRender: function (baseScale, resolution)
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@ -5,7 +5,7 @@
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*/
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/**
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* @module Phaser.Display.Canvas.CanvasInterpolation
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* @namespace Phaser.Display.Canvas.CanvasInterpolation
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* @since 3.0.0
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*/
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var CanvasInterpolation = {
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@ -13,7 +13,7 @@ var CanvasInterpolation = {
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/**
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* Sets the CSS image-rendering property on the given canvas to be 'crisp' (aka 'optimize contrast' on webkit).
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*
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* @function setCrisp
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* @function Phaser.Display.Canvas.CanvasInterpolation.setCrisp
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* @since 3.0.0
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*
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* @param {HTMLCanvasElement} canvas - The canvas object to have the style set on.
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@ -37,7 +37,7 @@ var CanvasInterpolation = {
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/**
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* Sets the CSS image-rendering property on the given canvas to be 'bicubic' (aka 'auto').
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*
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* @function setBicubic
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* @function Phaser.Display.Canvas.CanvasInterpolation.setBicubic
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* @since 3.0.0
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*
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* @param {HTMLCanvasElement} canvas - The canvas object to have the style set on.
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@ -13,15 +13,32 @@ var pool = [];
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// Automatically apply smoothing(false) to created Canvas elements
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var _disableContextSmoothing = false;
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// This singleton is instantiated as soon as Phaser loads,
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// before a Phaser.Game instance has even been created.
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// Which means all instances of Phaser Games on the same page
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// can share the one single pool
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// The CanvasPool is a global static object, that allows Phaser to recycle and pool Canvas DOM elements.
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/**
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* The CanvasPool is a global static object, that allows Phaser to recycle and pool Canvas DOM elements.
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*
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* This singleton is instantiated as soon as Phaser loads,
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* before a Phaser.Game instance has even been created.
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* Which means all instances of Phaser Games on the same page
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* can share the one single pool
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*
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* @namespace Phaser.Display.Canvas.CanvasPool
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* @since 3.0.0
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*/
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var CanvasPool = function ()
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{
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// Creates a new Canvas DOM element, or pulls one from the pool if free.
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/**
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* Creates a new Canvas DOM element, or pulls one from the pool if free.
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*
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* @function Phaser.Display.Canvas.CanvasPool.create
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* @since 3.0.0
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*
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* @param {any} parent - [description]
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* @param {integer} [width=1] - [description]
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* @param {integer} [height=1] - [description]
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* @param {integer} [type] - [description]
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*
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* @return {HTMLCanvasElement} [description]
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*/
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var create = function (parent, width, height, type)
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{
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if (width === undefined) { width = 1; }
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@ -61,17 +78,50 @@ var CanvasPool = function ()
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return canvas;
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};
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/**
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* Creates a new Canvas DOM element, or pulls one from the pool if free.
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*
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* @function Phaser.Display.Canvas.CanvasPool.create2D
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* @since 3.0.0
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*
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* @param {any} parent - [description]
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* @param {integer} [width=1] - [description]
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* @param {integer} [height=1] - [description]
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*
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* @return {HTMLCanvasElement} [description]
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*/
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var create2D = function (parent, width, height)
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{
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return create(parent, width, height, CONST.CANVAS);
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};
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/**
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* Creates a new Canvas DOM element, or pulls one from the pool if free.
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*
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* @function Phaser.Display.Canvas.CanvasPool.createWebGL
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* @since 3.0.0
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*
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* @param {any} parent - [description]
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* @param {integer} [width=1] - [description]
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* @param {integer} [height=1] - [description]
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*
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* @return {HTMLCanvasElement} [description]
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*/
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var createWebGL = function (parent, width, height)
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{
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return create(parent, width, height, CONST.WEBGL);
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};
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// Gets the first free canvas index from the pool.
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/**
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* Gets the first free canvas index from the pool.
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*
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* @function Phaser.Display.Canvas.CanvasPool.first
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* @since 3.0.0
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*
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* @param {integer} [type] - [description]
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*
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* @return {HTMLCanvasElement} [description]
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*/
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var first = function (type)
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{
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if (type === undefined) { type = CONST.CANVAS; }
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@ -87,8 +137,15 @@ var CanvasPool = function ()
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return null;
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};
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// Looks up a canvas based on its parent, and if found puts it back in the pool, freeing it up for re-use.
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// The canvas has its width and height set to 1, and its parent attribute nulled.
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/**
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* Looks up a canvas based on its parent, and if found puts it back in the pool, freeing it up for re-use.
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* The canvas has its width and height set to 1, and its parent attribute nulled.
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*
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* @function Phaser.Display.Canvas.CanvasPool.remove
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* @since 3.0.0
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*
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* @param {any} parent - [description]
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*/
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var remove = function (parent)
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{
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// Check to see if the parent is a canvas object
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@ -106,7 +163,14 @@ var CanvasPool = function ()
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});
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};
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// Gets the total number of used canvas elements in the pool.
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/**
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* Gets the total number of used canvas elements in the pool.
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*
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* @function Phaser.Display.Canvas.CanvasPool.total
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* @since 3.0.0
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*
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* @return {integer} [description]
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*/
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var total = function ()
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{
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var c = 0;
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@ -122,19 +186,36 @@ var CanvasPool = function ()
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return c;
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};
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// Gets the total number of free canvas elements in the pool.
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/**
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* Gets the total number of free canvas elements in the pool.
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*
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* @function Phaser.Display.Canvas.CanvasPool.free
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* @since 3.0.0
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*
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* @return {integer} [description]
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*/
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var free = function ()
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{
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return pool.length - total();
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};
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// Disable context smoothing on any new Canvas element created
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/**
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* Disable context smoothing on any new Canvas element created.
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*
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* @function Phaser.Display.Canvas.CanvasPool.disableSmoothing
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* @since 3.0.0
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*/
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var disableSmoothing = function ()
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{
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_disableContextSmoothing = true;
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};
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// Enable context smoothing on any new Canvas element created
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/**
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* Enable context smoothing on any new Canvas element created.
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*
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* @function Phaser.Display.Canvas.CanvasPool.enableSmoothing
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* @since 3.0.0
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*/
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var enableSmoothing = function ()
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{
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_disableContextSmoothing = false;
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@ -4,13 +4,25 @@
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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// Browser specific prefix, so not going to change between contexts, only between browsers
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var prefix = '';
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/**
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* @namespace Phaser.Display.Canvas.Smoothing
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* @since 3.0.0
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*/
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var Smoothing = function ()
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{
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// Gets the Smoothing Enabled vendor prefix being used on the given context, or null if not set.
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/**
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* Gets the Smoothing Enabled vendor prefix being used on the given context, or null if not set.
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*
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* @function Phaser.Display.Canvas.Smoothing.getPrefix
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* @since 3.0.0
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*
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* @param {[type]} context - [description]
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*
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* @return {string} [description]
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*/
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var getPrefix = function (context)
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{
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var vendors = [ 'i', 'webkitI', 'msI', 'mozI', 'oI' ];
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@ -29,12 +41,19 @@ var Smoothing = function ()
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};
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/**
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* Sets the Image Smoothing property on the given context. Set to false to disable image smoothing.
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* By default browsers have image smoothing enabled, which isn't always what you visually want, especially
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* when using pixel art in a game. Note that this sets the property on the context itself, so that any image
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* drawn to the context will be affected. This sets the property across all current browsers but support is
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* patchy on earlier browsers, especially on mobile.
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*/
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* Sets the Image Smoothing property on the given context. Set to false to disable image smoothing.
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* By default browsers have image smoothing enabled, which isn't always what you visually want, especially
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* when using pixel art in a game. Note that this sets the property on the context itself, so that any image
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* drawn to the context will be affected. This sets the property across all current browsers but support is
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* patchy on earlier browsers, especially on mobile.
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*
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* @function Phaser.Display.Canvas.Smoothing.enable
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* @since 3.0.0
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*
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* @param {[type]} context - [description]
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*
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* @return {[type]} [description]
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*/
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var enable = function (context)
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{
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if (prefix === '')
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@ -51,12 +70,19 @@ var Smoothing = function ()
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};
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/**
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* Sets the Image Smoothing property on the given context. Set to false to disable image smoothing.
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* By default browsers have image smoothing enabled, which isn't always what you visually want, especially
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* when using pixel art in a game. Note that this sets the property on the context itself, so that any image
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* drawn to the context will be affected. This sets the property across all current browsers but support is
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* patchy on earlier browsers, especially on mobile.
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*/
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* Sets the Image Smoothing property on the given context. Set to false to disable image smoothing.
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* By default browsers have image smoothing enabled, which isn't always what you visually want, especially
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* when using pixel art in a game. Note that this sets the property on the context itself, so that any image
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* drawn to the context will be affected. This sets the property across all current browsers but support is
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* patchy on earlier browsers, especially on mobile.
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*
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* @function Phaser.Display.Canvas.Smoothing.disable
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* @since 3.0.0
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*
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* @param {[type]} context - [description]
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*
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* @return {[type]} [description]
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*/
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var disable = function (context)
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{
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if (prefix === '')
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@ -75,6 +101,13 @@ var Smoothing = function ()
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/**
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* Returns `true` if the given context has image smoothing enabled, otherwise returns `false`.
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* Returns null if no smoothing prefix is available.
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*
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* @function Phaser.Display.Canvas.Smoothing.isEnabled
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* @since 3.0.0
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*
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* @param {[type]} context - [description]
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*
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* @return {boolean} [description]
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*/
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var isEnabled = function (context)
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{
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@ -87,6 +120,7 @@ var Smoothing = function ()
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getPrefix: getPrefix,
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isEnabled: isEnabled
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};
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};
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module.exports = Smoothing();
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@ -36,7 +36,8 @@ var Color = new Class({
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/**
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* The internal red color value.
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*
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* @property {number} r
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* @name Phaser.Display.Color#r
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* @type {number}
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* @private
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* @default 0
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* @since 3.0.0
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@ -46,7 +47,8 @@ var Color = new Class({
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/**
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* The internal green color value.
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*
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* @property {number} g
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* @name Phaser.Display.Color#g
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* @type {number}
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* @private
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* @default 0
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* @since 3.0.0
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@ -56,7 +58,8 @@ var Color = new Class({
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/**
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* The internal blue color value.
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*
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* @property {number} b
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* @name Phaser.Display.Color#b
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* @type {number}
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* @private
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* @default 0
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* @since 3.0.0
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@ -66,7 +69,8 @@ var Color = new Class({
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/**
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* The internal alpha color value.
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*
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* @property {number} a
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* @name Phaser.Display.Color#a
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* @type {number}
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* @private
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* @default 255
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* @since 3.0.0
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@ -76,7 +80,8 @@ var Color = new Class({
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/**
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* An array containing the calculated color values for WebGL use.
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*
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* @property {array} gl
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* @name Phaser.Display.Color#gl
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* @type {array}
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* @since 3.0.0
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*/
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this.gl = [ 0, 0, 0, 1 ];
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@ -84,7 +89,8 @@ var Color = new Class({
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/**
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* Pre-calculated internal color value.
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*
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* @property {number} _color
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* @name Phaser.Display.Color#_color
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* @type {number}
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* @private
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* @default 0
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* @since 3.0.0
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@ -94,7 +100,8 @@ var Color = new Class({
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/**
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* Pre-calculated internal color32 value.
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*
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* @property {number} _color32
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* @name Phaser.Display.Color#_color32
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* @type {number}
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* @private
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* @default 0
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* @since 3.0.0
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@ -104,7 +111,8 @@ var Color = new Class({
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/**
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* Pre-calculated internal color rgb string value.
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*
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* @property {string} _rgba
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* @name Phaser.Display.Color#_rgba
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* @type {string}
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* @private
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* @default ''
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* @since 3.0.0
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@ -240,7 +248,7 @@ var Color = new Class({
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* The color of this Color component, not including the alpha channel.
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*
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* @name Phaser.Display.Color#color
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* @property {number} color
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* @type {number}
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* @readOnly
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* @since 3.0.0
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*/
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* The color of this Color component, including the alpha channel.
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*
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* @name Phaser.Display.Color#color32
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* @property {number} color32
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* @type {number}
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* @readOnly
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* @since 3.0.0
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*/
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* The color of this Color component as a string which can be used in CSS color values.
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*
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* @name Phaser.Display.Color#rgba
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* @property {string} rgba
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* @type {string}
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* @readOnly
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* @since 3.0.0
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*/
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* The red color value, normalized to the range 0 to 1.
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*
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* @name Phaser.Display.Color#redGL
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* @property {float} redGL
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* @type {float}
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* @since 3.0.0
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*/
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redGL: {
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@ -316,7 +324,7 @@ var Color = new Class({
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* The green color value, normalized to the range 0 to 1.
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*
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* @name Phaser.Display.Color#greenGL
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* @property {float} greenGL
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* @type {float}
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* @since 3.0.0
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*/
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greenGL: {
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@ -341,7 +349,7 @@ var Color = new Class({
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* The blue color value, normalized to the range 0 to 1.
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*
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* @name Phaser.Display.Color#blueGL
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* @property {float} blueGL
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* @type {float}
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* @since 3.0.0
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*/
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blueGL: {
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@ -366,7 +374,7 @@ var Color = new Class({
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* The alpha color value, normalized to the range 0 to 1.
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*
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* @name Phaser.Display.Color#alphaGL
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* @property {float} alphaGL
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* @type {float}
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* @since 3.0.0
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*/
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alphaGL: {
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@ -391,7 +399,7 @@ var Color = new Class({
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* The red color value, normalized to the range 0 to 255.
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*
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* @name Phaser.Display.Color#red
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* @property {float} red
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* @type {float}
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* @since 3.0.0
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*/
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red: {
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@ -418,7 +426,7 @@ var Color = new Class({
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* The green color value, normalized to the range 0 to 255.
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*
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* @name Phaser.Display.Color#green
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* @property {float} green
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* @type {float}
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* @since 3.0.0
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*/
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green: {
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@ -445,7 +453,7 @@ var Color = new Class({
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* The blue color value, normalized to the range 0 to 255.
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*
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* @name Phaser.Display.Color#blue
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* @property {float} blue
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* @type {float}
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* @since 3.0.0
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*/
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blue: {
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@ -472,7 +480,7 @@ var Color = new Class({
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* The alpha color value, normalized to the range 0 to 255.
|
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*
|
||||
* @name Phaser.Display.Color#alpha
|
||||
* @property {float} alpha
|
||||
* @type {float}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
alpha: {
|
||||
|
|
|
@ -29,7 +29,8 @@ var BitmapMask = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {[type]} bitmapMask
|
||||
* @name Phaser.Display.Masks.BitmapMask#bitmapMask
|
||||
* @type {[type]}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.bitmapMask = renderable;
|
||||
|
@ -37,7 +38,8 @@ var BitmapMask = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {?[type]} maskRenderTarget
|
||||
* @name Phaser.Display.Masks.BitmapMask#maskRenderTarget
|
||||
* @type {[type]}
|
||||
* @default null
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -46,7 +48,8 @@ var BitmapMask = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {?[type]} mainRenderTarget
|
||||
* @name Phaser.Display.Masks.BitmapMask#mainRenderTarget
|
||||
* @type {[type]}
|
||||
* @default null
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -55,7 +58,8 @@ var BitmapMask = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {?[type]} maskTexture
|
||||
* @name Phaser.Display.Masks.BitmapMask#maskTexture
|
||||
* @type {[type]}
|
||||
* @default null
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -64,7 +68,8 @@ var BitmapMask = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {?[type]} mainTexture
|
||||
* @name Phaser.Display.Masks.BitmapMask#mainTexture
|
||||
* @type {[type]}
|
||||
* @default null
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -73,12 +78,31 @@ var BitmapMask = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {boolean} dirty
|
||||
* @name Phaser.Display.Masks.BitmapMask#dirty
|
||||
* @type {boolean}
|
||||
* @default true
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.dirty = true;
|
||||
|
||||
/**
|
||||
* [description]
|
||||
*
|
||||
* @name Phaser.Display.Masks.BitmapMask#mainFramebuffer
|
||||
* @type {[type]}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.mainFramebuffer = null;
|
||||
|
||||
/**
|
||||
* [description]
|
||||
*
|
||||
* @name Phaser.Display.Masks.BitmapMask#maskFramebuffer
|
||||
* @type {[type]}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.maskFramebuffer = null;
|
||||
|
||||
if (renderer.gl)
|
||||
{
|
||||
var width = renderer.width;
|
||||
|
@ -132,7 +156,7 @@ var BitmapMask = new Class({
|
|||
*
|
||||
* @param {[type]} renderer - [description]
|
||||
* @param {[type]} maskedObject - [description]
|
||||
* @param {[type]} camera - [description]
|
||||
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to render to.
|
||||
*/
|
||||
preRenderWebGL: function (renderer, maskedObject, camera)
|
||||
{
|
||||
|
@ -160,7 +184,7 @@ var BitmapMask = new Class({
|
|||
*
|
||||
* @param {[type]} renderer - [description]
|
||||
* @param {[type]} mask - [description]
|
||||
* @param {[type]} camera - [description]
|
||||
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to render to.
|
||||
*/
|
||||
preRenderCanvas: function (renderer, mask, camera)
|
||||
{
|
||||
|
|
|
@ -24,6 +24,13 @@ var GeometryMask = new Class({
|
|||
|
||||
function GeometryMask (scene, graphicsGeometry)
|
||||
{
|
||||
/**
|
||||
* [description]
|
||||
*
|
||||
* @name Phaser.Display.Masks.GeometryMask#geometryMask
|
||||
* @type {Phaser.GameObjects.Graphics}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.geometryMask = graphicsGeometry;
|
||||
},
|
||||
|
||||
|
@ -33,7 +40,7 @@ var GeometryMask = new Class({
|
|||
* @method Phaser.Display.Masks.GeometryMask#setShape
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {[type]} graphicsGeometry - [description]
|
||||
* @param {Phaser.GameObjects.Graphics} graphicsGeometry - [description]
|
||||
*/
|
||||
setShape: function (graphicsGeometry)
|
||||
{
|
||||
|
@ -48,7 +55,7 @@ var GeometryMask = new Class({
|
|||
*
|
||||
* @param {[type]} renderer - [description]
|
||||
* @param {[type]} mask - [description]
|
||||
* @param {[type]} camera - [description]
|
||||
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
|
||||
*/
|
||||
preRenderWebGL: function (renderer, mask, camera)
|
||||
{
|
||||
|
@ -100,14 +107,16 @@ var GeometryMask = new Class({
|
|||
*
|
||||
* @param {[type]} renderer - [description]
|
||||
* @param {[type]} mask - [description]
|
||||
* @param {[type]} camera - [description]
|
||||
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
|
||||
*/
|
||||
preRenderCanvas: function (renderer, mask, camera)
|
||||
{
|
||||
var geometryMask = this.geometryMask;
|
||||
|
||||
renderer.currentContext.save();
|
||||
//renderer.currentContext.beginPath();
|
||||
|
||||
geometryMask.renderCanvas(renderer, geometryMask, 0.0, camera, null, true);
|
||||
|
||||
renderer.currentContext.clip();
|
||||
},
|
||||
|
||||
|
@ -121,11 +130,9 @@ var GeometryMask = new Class({
|
|||
*/
|
||||
postRenderCanvas: function (renderer)
|
||||
{
|
||||
//renderer.currentContext.closePath();
|
||||
renderer.currentContext.restore();
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
|
||||
module.exports = GeometryMask;
|
||||
|
|
Loading…
Reference in a new issue